"I'm eating rockets!" Wesker thread 2.0 now with 100% Ourubouros!

Akuma/Magneto?

Why use hidden missles for Wesker? Wesker moves way too fast and can get out of trouble well enough on his own to not need missles. Just pair Wesker with Doom beam so you can run around safely with teleports and put people in 50/50’s with the beams.

Anybody that can start the DHC glitch plus anyone that can cover his teleport with a powerful lockdown assist like Iron Man beam, Doom beam, Taskmaster arrows etc. works for Wesker well.

This times 9001
Wesker+medium to beam speed projectile is a match made in heaven

Doom’s (a-plasma) assist
-Pros=Ground Roll\Juggle state on hit, most durable beam assist and has good damage too
-Cons=Highest hitstun for a beam assist, Hard-ish character to use if things turn south

Dante (y-guns)
-Pros= fast, holds opponent(s) in place, has low hitstun so you can juggle longer. Can go into or be the buissness end of the DHC glitch
-Cons=Low Damage, not a full screen projectile due to its weird angle.

Iron Man (a-Beam)
-Pros=One of the faster beams in the game, good damage and holds the opponent in place.
-Cons= fair amount of hit-stun decay (8hits just like doom) one of the most difficult characters in the game to play solo\anchor

Magneto (a-Beam)
-Pros= Fastest beam assist by a WIDE margin, causes a soft knockdown\ground roll state
-Cons= Damage is sort of low don’t call him at a bad time cause he bleeds…a lot, most execution heavy character in the game (I think maybe or maybe not) when things turn south

Tasky’s (a-straight arrow)
-Pros= Highest damage projectile assist bar none, holds opponent in place, easy character to play as an anchor IMHO
-Con’s= sort of slow-er-ish but this can be negated with proper spacing.

Chris (b-gunfire) Pros=Highest Damage “Beam” assist, Juggles well, holds the opponent(s) in place, fairly fast too.
Cons= there are better anchors out there and you might not want to run him just on that fact (IMHO)

I’m tired and salty from earlier but I guess this kind of puts things into perspective I guess. I know theres some other assists that can do the same things but these are some quick pros and cons for some common characters I see used as an assist for Wesker

Does anyone like Dorm’s Dark Hole assist for Wesker?

Wesker/Wesker/Wesker
COMPLETE. MARVEL. SATURATION.

is anybody going to fix the jaguar kick input? it’s HCB!

What kind of a complaint is that? It’s hella ass anyway so I don’t see the point for it.

EDIT: Okay do you mean the command grab(Mustang Kick)? That’s not hard to do.

He’s saying that the move list on the first page of this thread incorrectly states Mustang Kick as QCB instead of HCB, and it also calls the move “Jaguar Kick” instead of “Mustang Kick”.

sooooo anyone going to be kind enough to post wesker frame data for poor people such as myself lol?

EDIT:Alright, just finished typing this all out. Sorry its big. Wanted to get it all.
Took forever to get the formatting to work on here lol. Hope you enjoy!


Wesker Frame Data

Move				Hits	Damage		  Startup	Active	   Recovery	  AoH	   AoG
Standing L			 1	55.000		     5 		   5	      8		  +2	    +1
Standing M			 1	73.000		     8		   2	      22	  -4	    -6
Standing H			 2	92.500		     12		  3*5	      18	  +2	     0	
S				 1	100.000		     10		   3	      21	   -	    -1	  

Crouching Attacks
Move				Hits	Damage		  Startup	Active	   Recovery	  AoH	   AoG
Crouching L			 1	53.000		     5		   2	      11	  +2	    +1
Crouching M			 1	75.000		     8		   5	      14	  +1	    -1
Crouching H			 1	80.000		     10		   3	      25	   -	    -5

Aerial Attacks
Move				Hits	Damage		  Startup	Active	   Recovery	  AoH	   AoG
Air L				 1	55.000		     5		   8	      16	   -        -
Air M				 1	73.000		     10		   5	      15	   -        -	
Air H  				 1	88.000		     11		   7	      18	   -        -
Air S				 1	95.000		     10		   5	      24	   -        -

Command Normals
Move				Hits	Damage		  Startup	Active	   Recovery	  AoH	   AoG
F+H				 1	80.000		     15		   -	      31	  -6	    -8
DF+H				 1	80.000		     15		   2	      24	  -1	    -3
Air D+H				 1	80.000		     15		   -	  Until landing	   -	     -
										 1 frame ground
										    Recovery.

Special Moves
Move				Hits	Damage		  Startup	Active	   Recovery	  AoH	   AoG
Cobra Strike			 1	100.000		     10		   4	      32	   -	    -13
Ghost Butterfly			 1	123.000		     18		   3	      25	   -	    -5
Follow-Up Phantom Move L 	 -	   -		     11		   -	      20	   -         -
Follow-Up Phantom Move M	 -         -		     11		   -	      24	   - 	     -
Follow-Up Phantom Move H	 -	   -		     11		   -	      19	   -         -
Jaguar Dash			 5	122.600		     25		  10	      27	  -4	    -6
Jaguar Kick			 1	50.000		     10		   4	      22	   -	    -3
Mustang Kick			 2	120.000		     1	 	   2	      26	   -         -
Phantom Move L(in air ok)	 -	   -		     11		   -	      20	   -         -
Phantom Move M(in air ok)	 -	   -		     11		   -	      24	   -         -	
Phantom Move H(in air ok)	 -	   -		     11		   -	      19	   -         -
Tiger Uppercut L		 -	   -		     5		  15	      11	   -         -
Tiger Uppercut L		 1	120.000		     18		   4	      27	   -	    -8
Follow-Up Attack

Tiger Uppercut M		 -	   -		     5		  15	      11	   -	     -
Tiger Uppercut M		 1	120.000		     21		   4	      24	   -	    -5
Follow-Up Attack

Tiger Uppercut H		 -	   -		     5	          13	      13	   -	     -
Tiger Uppercut H		 1	120.000		     19		   4	      24	   -	    -5
Follow-Up Attack

Assist Attacks
Move				Hits	Damage		  Startup	Active   Recovery(This Assist)	  Recovery(Other Assist)
Alpha-Ghost Butterfly		 1	120.000		     42		   3	      118			 88
Beta-Samurai Edge(Lower)	 1	80.000		     39		   2	      117		         87	 
Gamma-Jaguar Dash+Jaguar Kick	 3	116.400		     49		 5(9)4	      115		         85

Move				Hits	Damage		  Startup	Active	   Recovery	  AoH	   AoG
Phantom Dance(in air ok)       Max 16	299.200		    10+1	   -	      40	   -	    -
Rhino Charge			 1	250.000		     5+0	   16	      28	   -	    -
Lost in Nightmares		 12	450.000		     6+8	   5	      30	   -	   -12

thank you very much kind sir. i really needed to know his normals and specials. btw you kinda forgot his hypers frame data not that i’m complaining though lol.

Oh shit. Lol ill fix it after I get back from the mother’s…
Edit:Alright it’s all fixed and should be good. Let me know if you see anything I missed or is incorrect.

I use it to pick my opponent up further after an OTG Samurai Edge shot, it’s extended combo time after that.
Besides it I don’t use it much with Wesker on point (I play Wesker/Dormammu/Shuma Gorath)

I’m going to be playing a friend tonight who is a very strong player, much stronger than myself. He’ll probably use a few characters, but I know Magneto is his main point, and I’ll likely be running my Wesker Tron Phoenix most of the session. So my question is: does Wesker have good game vs a competent Magneto? I’m sure supporting characters play a role, but in general, any matchup advise against the helmet-ed pixie?

Can any Wesker players share some advice on making Team Resident Evil good? Especially about his synergy with Jill/Chris and where you feel he should be placed in the line up?

I have made a thread with a number of points I’m trying to discuss in detail about their assists/order/DHC’s etc:
http://shoryuken.com/forum/index.php?threads/making-team-resident-evil-viable.137230/

Any input would be appreciated

I had thought one up and tried it on someone online and it worked nicely. I used Jam Session assist, essentially how Viscant uses Unibeam to keep an opponent in place. After killing on enemy. I started the air loop on the incoming character and the plan was to use JS if they block and not to if I combo, obviously. So I hit the hit loop, they block, and I call jam session which held him for awhile. I backdashed so it looks like I’m giving space, then as they drop I dash in with and do a Mustang Kick. Worked like a charm. I’m gonna dabble with this more because this is a good set up to where I can either do that, counter with a low short into combo, counter with an actual counter (regular OR hyper), or counter hit with S. Wesker has too many mixup options it’s ridiculous.

A late response but for future reference, from what I hear, Wesker is like a direct counter to Magneto. A Guile to Bison if you will. I don’t see it, not saying I see Mags as better, but I haven’t seen too much. However thinking about what would make people say that, I have a feeling Samurai Edge will blow up the zoning game. If Wesker hit samurai edge first, Mags won’t be able to counter with any disruptors. Plus jump back SE will blow that up. Also, Mags’ game is getting in and mixing you up with high/lows to start his combos, however, Rhino Charge stops either attack which will lead to a for sure 100% on low life Mags.

Yeah his command grab is ass, I mean if you don’t like 100% combos and resets off of one grab setup, sure! : )

Seems like 99% of the wast coast has Wesker on their team lol

lol yeah, I was stream monstering on WNF and I was really tempted to do a wesker count. wolverine too. the clockwork-viscant match in loser’s finals was freakin’ great haha

United States of Wesker

How come WNF results are, like, impossible to find? East coasters get screwed! I did get to see the final match of Guard Break, Wesker was on the winning team (Andre’s Wesk Dante Trish). Did Clock play a team w/ Wesker on it?